Yep it's definitely HotS dependencies which introduced this. Which is why the timers on all the old maps with only WoL dependencies still work the same.
Hmm yes that is a problem. :D I thought hooking the label up as a dialog item up might work, but apparently the properties of the hooked up dialog item are inaccessible unless you set them explicitly.
Just realised that when you are targeting an ability, the command card switches to another form and shows a label "CommandTargetName" et cetera...maybe you could use a visibility check on one of those elements to determine if the player is in targeting mode when the left mouse is clicked? Then you wouldn't have to use a wait at all.
Just a thought. Would be funny if there is actually a built in function to check if player is in targeting mode though that we don't know about.
He's trying to tell if the left mouse click was ordering an ability to a point (e.g. left clicked attack command, then left clicked ground), rather than just being clicked with no order (I think).
Thanks for doing this, but here is some important info:
If a player has a non-standard hotkey profile, many of these codes won't work. (They will be on a different key).
Each code actually corresponds to a SC2 hotkey function, not an actual key. Because of this multiple codes can have the same key and vice versa.
Examples:
Function
Code
Standard Hotkey
Army Leaderboard
26
A
Toggle Life Bars (Obs)
51
H
APM Leaderboard
27
M
Follow Player Camera
30
C
Warp In
187
W
Observe Selected
50
W
Decrease Replay Speed
168
-
Show All Life Bars
176
ALT
P.S.
Just in case anyone runs into the same problem I just did, left mouse is also code 62 on standard hotkey setup, so you can't use 62 for SPACE since it disables other left mouse functionality in game. (e.g. you can't select units)
I was thinking it could be something to do with the "Trigger - Turn (Current trigger) Off" but that's unlikely because it should only stop the event from firing.
Does it work if you disable everything before the 5s wait?
Edit: Hold on I think I may see the problem. Edit2: Nvm was nothing. Thought that you might not be able to check what the triggering unit was 5s after it's death.
The only other thing I can think of right now is that your code could be out of sync with your GUI trigger (Ctrl+f11 to check the actual code). I've heard of this happening to someone before.
There is a comment at the end of the line. Scroll it to the right.
Oops missed it :)
So if you disable the "Visibility - Change visibility" actions, does that make the rest of the trigger work?
Did you try displaying a text message after the 5s wait to see if the trigger reaches that point? Or putting a breakpoint in and watching the trigger run in the trigger debugging window? (Type 'TrigDebug' in chat in-game)
Dunno, i very much doubt players can leave so rapidly that their banks won't be saved. Unless the player is deleted from game by this action, but as far as i know he isn't.
Hmm yeah I'm not sure either actually (haven't tested it) but I assumed that as soon as you end the game for a player you can't do anything else for that player.
If you only want to share the single unit you would have to use a third player (e.g. neutral). Give the unit to the third player, (you can keep the colour of the unit by using set team color) then share control with the other players you want to have control.
This would have problems though if you wanted to share units with different sets of players. The only way to do that would be with work-arounds involving dummy units.
Create a new state for the water which you want to raise, set the height of the new state to a higher height, then use trigger action "Set Water State" to transition between them.
While you cannot set the render priority of a dialog in order to put it behind the info panel, you can create a dialog item in the UIContainer which can then be set behind the infopanel and not be constricted by the infopanel's bounds.
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Yeah the CommandTooltip has some unusual behaviour, like it's parent is actually an unnamed "CLayer" instead of the CommandPanel.
I had trouble moving it too, but I have now found a way (to move it dynamically with triggers).
You can't hook it up directly, but by attaching it to another element, you can move that element around as you wish and the tooltip will follow.
For example, to attach it to the top of the command card panel, add a layout in the UI editor with the following markup:
Then you can move the CommandPanel around and the CommandTooltip will move with it.
If you want the tooltip to be independent of the command card, you could create a new frame and anchor it to that instead, then move that frame.
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Yep it's definitely HotS dependencies which introduced this. Which is why the timers on all the old maps with only WoL dependencies still work the same.
0
Hmm yes that is a problem. :D I thought hooking the label up as a dialog item up might work, but apparently the properties of the hooked up dialog item are inaccessible unless you set them explicitly.
0
Just realised that when you are targeting an ability, the command card switches to another form and shows a label "CommandTargetName" et cetera...maybe you could use a visibility check on one of those elements to determine if the player is in targeting mode when the left mouse is clicked? Then you wouldn't have to use a wait at all.
Just a thought. Would be funny if there is actually a built in function to check if player is in targeting mode though that we don't know about.
0
He's trying to tell if the left mouse click was ordering an ability to a point (e.g. left clicked attack command, then left clicked ground), rather than just being clicked with no order (I think).
@FunkyUserName: Go
I don't think he is trying to tell if an ability button was clicked, because that already does not trigger a left mouse clicked event.
@Elmaex: Go
To wait half a game loop you can use "Wait 0.0 seconds"
But if you can find another way, that would be better because the 'something' would be executed sooner.
0
Thanks for doing this, but here is some important info:
Examples:
P.S.
Just in case anyone runs into the same problem I just did, left mouse is also code 62 on standard hotkey setup, so you can't use 62 for SPACE since it disables other left mouse functionality in game. (e.g. you can't select units)
0
Now you confused me... lol.
I was thinking it could be something to do with the "Trigger - Turn (Current trigger) Off" but that's unlikely because it should only stop the event from firing.
Does it work if you disable everything before the 5s wait?
Edit: Hold on I think I may see the problem.
Edit2: Nvm was nothing. Thought that you might not be able to check what the triggering unit was 5s after it's death.
The only other thing I can think of right now is that your code could be out of sync with your GUI trigger (Ctrl+f11 to check the actual code). I've heard of this happening to someone before.
0
Oops missed it :)
So if you disable the "Visibility - Change visibility" actions, does that make the rest of the trigger work?
Did you try displaying a text message after the 5s wait to see if the trigger reaches that point? Or putting a breakpoint in and watching the trigger run in the trigger debugging window? (Type 'TrigDebug' in chat in-game)
Hmm yeah I'm not sure either actually (haven't tested it) but I assumed that as soon as you end the game for a player you can't do anything else for that player.
0
@FunBotan: Go
Are you sure there are players in each player group of "Players by teams[]"?
You said you marked exactly where the trigger stops working... where was that?
BTW, don't you need to modify and save the banks BEFORE ending the game for all players?
0
If you only want to share the single unit you would have to use a third player (e.g. neutral). Give the unit to the third player, (you can keep the colour of the unit by using set team color) then share control with the other players you want to have control.
This would have problems though if you wanted to share units with different sets of players. The only way to do that would be with work-arounds involving dummy units.
0
Create a new state for the water which you want to raise, set the height of the new state to a higher height, then use trigger action "Set Water State" to transition between them.
0
No problem, attached an example.
While you cannot set the render priority of a dialog in order to put it behind the info panel, you can create a dialog item in the UIContainer which can then be set behind the infopanel and not be constricted by the infopanel's bounds.
0
@redbean87: Go
Try the "Anchor Leaderboard" action instead.
0
@joecab: Go
To hookup the info panel as a dialog item use the action "Hookup Standard Dialog Item" :)
E.g.
Use (Last created dialog item) to get the dialog item you just hooked up.